Boekman Foundation Institute for arts, culture and related policy

Library catalogue

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Library catalogue

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Reshape : a workbook to reimagine the art world

De Wit, D., Ilic, M., Joye, S., Rimanić, M.
Publication is the result of RESHAPE (Reflect, Share, Practice, Experiment, 2018-2021), a research and development project that brought together artists, art professionals, and organisations from Europe and the southern Mediterranean to create new organisational models and alternative ways of working. The project aims to respond to today’s challenges, aligning fairness, solidarity, and sustainability with the civil role of the arts.
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2021

The corona rollercoaster : working in culture through crisis

Loots, E., Howell, R., Brouwer, F.
Experiences of professionals working in the field of arts and culture during Covid-19: a wide range of responses including interviews with artists and creative entrepreneurs; oversight articles observing a specific sector or government policy; notes from the field that demonstrate the act of creative problem-solving in real-time; plus opinion pieces. Authors come from Arts and Culture Studies students, alumni and staff members from the Erasmus University School of History, Culture and Communication (ESHCC).
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2021

Covid-19 and the global cultural and creative sector : what have we learned so far?

Sargent, A.
This report offers a truly global overview of research into the impacts and responses to the Covid-19 crisis. In the eighteen months since Covid-19 was declared a pandemic in March 2020, the world’s cultural and creative sector has been impacted more traumatically than by any other crisis in living memory. The damage has been spread more universally than in previous crises, the effects compounding one another in the depth and breadth of the fallout they caused. Many studies have tried to hit the moving target of quantifying the multiple global impacts of Covid-19. This is not another of those studies, since until the pandemic is substantially behind us it won’t be possible to measure its true global, long-term consequences for the sector. This study aims to do something different – something more action-oriented. It aims to extract from all the pandemic’s miseries and casualties some larger lessons for the future of the sector, showing how the harrowing experience of 2020/2021 can point us to new, better kinds of thinking for a different kind of future.
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2021

Acquisitions

Crowdfunding culture : bridging arts and commerce

Dalla Chiesa, C.
Crowdfunding is a novel fundraising model widely used by the cultural and creative sectors. Most literature focuses on quantitive success-factors and analyses. The richness of this phenomenon deserves other complementary approaches to uncover theoretical and empirical concerns. What do the fundraisers expect from crowdfunding? To which extent do these projects outreach communities and markets? How do different institutional actors articulate crowdfunding with other funding sources? In this dissertation Carolina alla Chiesa delves into the features of crowdfunding from three different perspectives: economic, symbolic and institutional.
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2021

Creative Europe monitoring report 2020

European commission
The COVID-19 pandemic had an unprecedented impact on the European Union’s cultural, social and economic life in 2020. This Report looks at how, in this extraordinary context, Creative Europe in 2020 played its part in helping Europe’s cultural and creative ecosystem to resist, recover and look forward.
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2021

The double-edged sword of online gaming : an analysis of masculinity in video games and the gaming community

Geena Davis Institute
The purpose of this study is to understand what boys and young men are seeing and experiencing in the online gaming community. This groundbreaking study examines masculinity and representations of different identities (gender, race, LGBTQIA+ individuals, disability, age, and body size) in the most popular video games and in the TWITCH online gaming community. Although women’s interest and participation in online gaming is on the rise, boys and young men are still the majority of those who participate in video games and online gaming in the US. What do boys and young men see and experience in online gaming in terms of relationships, violence, and ideas about what it means to be men? More recently, there has been a willingness to discuss and address ideas of toxic manhood and masculinity, as well as misogyny and the exclusion of women in the gaming community.
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2021